I specifically disabled extracting scenarios, bsps, sounds, and bitmaps from anniversary maps. Bitmaps, sounds, and bsps are missing their rawdata in anniversary maps, so you'd only be extracting partial tags. Scenarios are a different issue. I don't know how the recorded animations are stored, so I can't properly byteswap them. Additionally, unless hek+ got an update after anniversary released, I guarantee it won't be able to properly extract tags. I've personally extracted all of b30 anniversary with refinery(replacing the tags types I mentioned with pc equivalents) and rebuilt and played it for custom edition. Aside from some weirdness with the hud scalingg, it plays perfectly.Edited by MosesofEgypt on Mar 18, 2019 at 07:23 PM

What michelle says is correct. I wrote a script to edit all bitmaps in a folder so it would add a teeny 4x4 dxt1 bitmap with 0 mips onto the end of the bitmaps reflexive. Adds an additional 56 bytes per tag, so it's inconsequential. Also, vap, not everyone can set up a compiler

Mozzarilla has a model compiler. It can load jms/obj files and optimize them on load. From there you can tell it to either compile a gbxmodel, or spit the models back out as jms files. Be warned though, some shader symbols don't work in obj files, so you might need to open the jms files in notepad and add them back.

Copied bitmaps.map, sounds.map, and loc.map out of the custom edition\maps folder into the maps folder of where I'll be building ui.map

Ran tool "build-cache-file levels\ui\ui "

That's all. All the make_merged_tagset.py does by the way, is paste the numbered tagsets together in alphabetical order(overwriting tags), starting from lowest numbered to highest. 00 is copied, then 01, then 02, etc.Edited by MosesofEgypt on Oct 16, 2018 at 04:09 PM

No, they dont, and they never will. Those maps I named off are the ones that come in the custom edition maps folder by default. You need those maps to even run custom edition. You have to have them.

ALL VERSIONS OF TOOL look in those maps first before they add bitmaps and/or sounds to a map. If tool can find the bitmap/sound it's about to add, in the resource map, it wont add it, and will instead just reference the copy in the resource map. If you don't have them, you WILL bloat any map you have tool compile. I am not explaining this further, as it should be pretty obvious and I've explained enough.

It sounds like you dont have bitmaps.map, sounds.map, and loc.map included in your maps folder you're trying to build the ui in. If you don't, tool is going to try and put ALL the tags and their data in the ui, which wont fit. The ui.map has a much smaller max size than other maps.

You can compile the ui scenario in the base tagset we supply just fine. If you opened and saved the ui scenario in os guerilla, it won't compile in regular tool anymore.

Also, we were not and are not intending to update the pc exclusive maps to work with the tagset. If we were, we'd need to consider other things, like the new weapons and vehicles, which is not part of the goal of the refined project. So death island and others will continue to lack scenery replacements for the teleporter shields.

Additionally, the glass and water flickering is not a tagset issue, it's an issue with your computer's hardware(they are both water shaders by the way). Most of us have it appear just fine, but a select few have them flicker for some reason. The only difference is each person's hardware.

The tagset can be combined in whatever way you want to get whatever fixes you want. That's the entire reason it's in pieces. Pick what you want and use it, and be mindful of the order they need to be applied. If you don't want the teleporter shield replacement, go into the sotr fixes and remove the shader that nulls it out, then combine them together.

tl; dr those aren't tagset issues(or at least issues that we are going to fix).

First off, if you extracted the tags with anything other than refinery, they won't have been extracted perfectly right. Refinery also generates uncompressed vertices in the bsp tags when it extracts, which sapien needs since it doesn't use the compressed ones.

Secondly, you can't just load a bunch of xbox tags into sapien and expect them to work. You'll need to run my model to gbxmodel converter since sapien works with gbxmodels and not models. You'll also need to run the bitmap converter built into mozzarilla to convert the entire folder of bitmaps from xbox format into pc format. You'll need to run the converter again to turn them back when you're ready to build an xbox map though. This includes changing them from swizzled to un-swizzled(which is reported in part of the error message you provided). Finally, you should be able to not only load the map in sapien, but actually compile it and play it in halo custom edition. I've done this with the b30 xbox demo. The pause menu wont work since it's built for xbox, the generic transparent shaders wont render, and lots of bitmap related things wont be right without manual conversions(like hud element meters), but it'll be fully playable.

Oh also, if you want to recompile scripts, I believe you'll need to check a setting in refinery to make it rename duplicate objects when it extracts the scenario, otherwise it wont be able to determine which object to reference in the script.

If you need a copy of the MEK(the collection you can download these tools in) you can get it here.https://discord.gg/H8HnGaVIf you have any questions or run into any bugs, you can report them to me there as well.Edited by MosesofEgypt on Aug 31, 2018 at 02:48 AM